GPU resource disposal

This commit is contained in:
gdkchan 2019-12-31 19:09:49 -03:00 committed by Thog
parent f7bcc884e4
commit 59fdaa744b
20 changed files with 195 additions and 46 deletions

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@ -1,8 +1,9 @@
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.GAL
{
public interface IRenderer
public interface IRenderer : IDisposable
{
IPipeline Pipeline { get; }

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@ -28,7 +28,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
// Note: A size of 0 is also invalid, the size must be at least 1.
int sharedMemorySize = Math.Clamp(dispatchParams.SharedMemorySize & 0xffff, 1, _context.Capabilities.MaximumComputeSharedMemorySize);
ComputeShader cs = _shaderCache.GetComputeShader(
ComputeShader cs = ShaderCache.GetComputeShader(
shaderGpuVa,
sharedMemorySize,
dispatchParams.UnpackBlockSizeX(),

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@ -18,11 +18,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
partial class Methods
{
private readonly GpuContext _context;
private readonly ShaderCache _shaderCache;
private readonly ShaderProgramInfo[] _currentProgramInfo;
/// <summary>
/// In-memory shader cache.
/// </summary>
public ShaderCache ShaderCache { get; }
/// <summary>
/// GPU buffer manager.
/// </summary>
@ -44,7 +46,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
{
_context = context;
_shaderCache = new ShaderCache(_context);
ShaderCache = new ShaderCache(_context);
_currentProgramInfo = new ShaderProgramInfo[Constants.TotalShaderStages];
@ -757,13 +759,13 @@ namespace Ryujinx.Graphics.Gpu.Engine
addressesArray[index] = baseAddress + shader.Offset;
}
GraphicsShader gs = _shaderCache.GetGraphicsShader(state, addresses);
GraphicsShader gs = ShaderCache.GetGraphicsShader(state, addresses);
_vsUsesInstanceId = gs.Shader[0].Program.Info.UsesInstanceId;
_vsUsesInstanceId = gs.Shaders[0].Program.Info.UsesInstanceId;
for (int stage = 0; stage < Constants.TotalShaderStages; stage++)
{
ShaderProgramInfo info = gs.Shader[stage].Program?.Info;
ShaderProgramInfo info = gs.Shaders[stage].Program?.Info;
_currentProgramInfo[stage] = info;

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@ -8,7 +8,7 @@ namespace Ryujinx.Graphics.Gpu
/// <summary>
/// GPU emulation context.
/// </summary>
public class GpuContext
public sealed class GpuContext : IDisposable
{
/// <summary>
/// Host renderer.
@ -104,5 +104,18 @@ namespace Ryujinx.Graphics.Gpu
{
PhysicalMemory = new PhysicalMemory(cpuMemory);
}
/// <summary>
/// Disposes all GPU resources currently cached.
/// It's an error to push any GPU commands after disposal.
/// Additionally, the GPU commands FIFO must be empty for disposal,
/// and processing of all commands must have finished.
/// </summary>
public void Dispose()
{
Methods.ShaderCache.Dispose();
Methods.BufferManager.Dispose();
Methods.TextureManager.Dispose();
}
}
}

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@ -13,7 +13,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Represents a cached GPU texture.
/// </summary>
class Texture : IRange<Texture>
class Texture : IRange<Texture>, IDisposable
{
private GpuContext _context;
@ -1011,5 +1011,13 @@ namespace Ryujinx.Graphics.Gpu.Image
_arrayViewTexture?.Dispose();
_arrayViewTexture = null;
}
/// <summary>
/// Performs texture disposal, deleting the texture.
/// </summary>
public void Dispose()
{
DisposeTextures();
}
}
}

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@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Texture manager.
/// </summary>
class TextureManager
class TextureManager : IDisposable
{
private const int OverlapsBufferInitialCapacity = 10;
private const int OverlapsBufferMaxCapacity = 10000;
@ -761,5 +761,17 @@ namespace Ryujinx.Graphics.Gpu.Image
{
_textures.Remove(texture);
}
/// <summary>
/// Disposes all textures in the cache.
/// It's an error to use the texture manager after disposal.
/// </summary>
public void Dispose()
{
foreach (Texture texture in _textures)
{
texture.Dispose();
}
}
}
}

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@ -683,5 +683,17 @@ namespace Ryujinx.Graphics.Gpu.Memory
buffer.SynchronizeMemory(address, size);
}
}
/// <summary>
/// Disposes all buffers in the cache.
/// It's an error to use the buffer manager after disposal.
/// </summary>
public void Dispose()
{
foreach (Buffer buffer in _buffers)
{
buffer.Dispose();
}
}
}
}

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Memory
@ -7,11 +8,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// List of GPU resources with data on guest memory.
/// </summary>
/// <typeparam name="T">Type of the GPU resource</typeparam>
class RangeList<T> where T : IRange<T>
class RangeList<T> : IEnumerable<T> where T : IRange<T>
{
private const int ArrayGrowthSize = 32;
private List<T> _items;
private readonly List<T> _items;
/// <summary>
/// Creates a new GPU resources list.
@ -320,5 +321,15 @@ namespace Ryujinx.Graphics.Gpu.Memory
return ~left;
}
public IEnumerator<T> GetEnumerator()
{
return _items.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return _items.GetEnumerator();
}
}
}

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@ -21,6 +21,9 @@ namespace Ryujinx.Graphics.Gpu
/// </summary>
private struct CachedMacro
{
/// <summary>
/// Word offset of the code on the code memory.
/// </summary>
public int Position { get; }
private bool _executionPending;

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@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Host shader object.
/// </summary>
public IShader Shader { get; set; }
public IShader HostShader { get; set; }
/// <summary>
/// Maxwell binary shader code.

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@ -15,14 +15,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Compiled shader for each shader stage.
/// </summary>
public CachedShader[] Shader { get; }
public CachedShader[] Shaders { get; }
/// <summary>
/// Creates a new instance of cached graphics shader.
/// </summary>
public GraphicsShader()
{
Shader = new CachedShader[5];
Shaders = new CachedShader[5];
}
}
}

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@ -14,7 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Memory cache of shader code.
/// </summary>
class ShaderCache
class ShaderCache : IDisposable
{
private const int MaxProgramSize = 0x100000;
@ -117,25 +117,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (addresses.VertexA != 0)
{
gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex, addresses.VertexA);
}
else
{
gpShaders.Shader[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
gpShaders.Shaders[0] = TranslateGraphicsShader(state, ShaderStage.Vertex, addresses.Vertex);
}
gpShaders.Shader[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
gpShaders.Shader[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
gpShaders.Shader[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
gpShaders.Shader[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
gpShaders.Shaders[1] = TranslateGraphicsShader(state, ShaderStage.TessellationControl, addresses.TessControl);
gpShaders.Shaders[2] = TranslateGraphicsShader(state, ShaderStage.TessellationEvaluation, addresses.TessEvaluation);
gpShaders.Shaders[3] = TranslateGraphicsShader(state, ShaderStage.Geometry, addresses.Geometry);
gpShaders.Shaders[4] = TranslateGraphicsShader(state, ShaderStage.Fragment, addresses.Fragment);
BackpropQualifiers(gpShaders);
List<IShader> hostShaders = new List<IShader>();
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
ShaderProgram program = gpShaders.Shader[stage].Program;
ShaderProgram program = gpShaders.Shaders[stage].Program;
if (program == null)
{
@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
IShader hostShader = _context.Renderer.CompileShader(program);
gpShaders.Shader[stage].Shader = hostShader;
gpShaders.Shaders[stage].HostShader = hostShader;
hostShaders.Add(hostShader);
}
@ -182,9 +182,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <returns>True if the code is different, false otherwise</returns>
private bool IsShaderDifferent(GraphicsShader gpShaders, ShaderAddresses addresses)
{
for (int stage = 0; stage < gpShaders.Shader.Length; stage++)
for (int stage = 0; stage < gpShaders.Shaders.Length; stage++)
{
CachedShader shader = gpShaders.Shader[stage];
CachedShader shader = gpShaders.Shaders[stage];
if (shader.Code == null)
{
@ -370,13 +370,13 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="program">Graphics shader cached code</param>
private void BackpropQualifiers(GraphicsShader program)
{
ShaderProgram fragmentShader = program.Shader[4].Program;
ShaderProgram fragmentShader = program.Shaders[4].Program;
bool isFirst = true;
for (int stage = 3; stage >= 0; stage--)
{
if (program.Shader[stage].Program == null)
if (program.Shaders[stage].Program == null)
{
continue;
}
@ -389,11 +389,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
if (isFirst && iq != string.Empty)
{
program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr}", iq);
}
else
{
program.Shader[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
program.Shaders[stage].Program.Replace($"{DefineNames.OutQualifierPrefixName}{attr} ", string.Empty);
}
}
@ -497,5 +497,34 @@ namespace Ryujinx.Graphics.Gpu.Shader
return 0;
}
/// <summary>
/// Disposes the shader cache, deleting all the cached shaders.
/// It's an error to use the shader cache after disposal.
/// </summary>
public void Dispose()
{
foreach (List<ComputeShader> list in _cpPrograms.Values)
{
foreach (ComputeShader shader in list)
{
shader.HostProgram.Dispose();
shader.Shader.HostShader.Dispose();
}
}
foreach (List<GraphicsShader> list in _gpPrograms.Values)
{
foreach (GraphicsShader shader in list)
{
shader.HostProgram.Dispose();
foreach (CachedShader cachedShader in shader.Shaders)
{
cachedShader.HostShader?.Dispose();
}
}
}
}
}
}

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@ -6,7 +6,7 @@ using System;
namespace Ryujinx.Graphics.OpenGL
{
class Pipeline : IPipeline
class Pipeline : IPipeline, IDisposable
{
private Program _program;
@ -863,5 +863,11 @@ namespace Ryujinx.Graphics.OpenGL
(_componentMasks[index] & 8u) != 0);
}
}
public void Dispose()
{
_framebuffer?.Dispose();
_vertexArray?.Dispose();
}
}
}

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@ -66,6 +66,13 @@ namespace Ryujinx.Graphics.OpenGL
GL.LinkProgram(Handle);
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.DetachShader(Handle, shaderHandle);
}
CheckProgramLink();
Bind();

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@ -4,9 +4,11 @@ using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.OpenGL
{
public class Renderer : IRenderer
public sealed class Renderer : IRenderer
{
public IPipeline Pipeline { get; }
private Pipeline _pipeline;
public IPipeline Pipeline => _pipeline;
private readonly Counters _counters;
@ -18,7 +20,7 @@ namespace Ryujinx.Graphics.OpenGL
public Renderer()
{
Pipeline = new Pipeline();
_pipeline = new Pipeline();
_counters = new Counters();
@ -81,5 +83,12 @@ namespace Ryujinx.Graphics.OpenGL
{
_counters.ResetCounter(type);
}
public void Dispose()
{
TextureCopy.Dispose();
_pipeline.Dispose();
_window.Dispose();
}
}
}

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@ -1,9 +1,10 @@
using Ryujinx.Graphics.GAL;
using OpenTK.Graphics.OpenGL;
using System;
namespace Ryujinx.Graphics.OpenGL
{
class TextureCopy
class TextureCopy : IDisposable
{
private int _srcFramebuffer;
private int _dstFramebuffer;
@ -53,11 +54,6 @@ namespace Ryujinx.Graphics.OpenGL
GL.Enable(EnableCap.FramebufferSrgb);
}
private static void Detach(FramebufferTarget target, Format format)
{
Attach(target, format, 0);
}
private static void Attach(FramebufferTarget target, Format format, int handle)
{
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
@ -124,5 +120,22 @@ namespace Ryujinx.Graphics.OpenGL
return _dstFramebuffer;
}
public void Dispose()
{
if (_srcFramebuffer != 0)
{
GL.DeleteFramebuffer(_srcFramebuffer);
_srcFramebuffer = 0;
}
if (_dstFramebuffer != 0)
{
GL.DeleteFramebuffer(_dstFramebuffer);
_dstFramebuffer = 0;
}
}
}
}

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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
{
class VertexArray : IDisposable
{
public int Handle { get; }
public int Handle { get; private set; }
private bool _needsAttribsUpdate;
@ -128,7 +128,12 @@ namespace Ryujinx.Graphics.OpenGL
public void Dispose()
{
GL.DeleteVertexArray(Handle);
if (Handle != 0)
{
GL.DeleteVertexArray(Handle);
Handle = 0;
}
}
}
}

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@ -4,7 +4,7 @@ using System;
namespace Ryujinx.Graphics.OpenGL
{
class Window : IWindow
class Window : IWindow, IDisposable
{
private const int NativeWidth = 1280;
private const int NativeHeight = 720;
@ -118,5 +118,15 @@ namespace Ryujinx.Graphics.OpenGL
return handle;
}
public void Dispose()
{
if (_copyFramebufferHandle != 0)
{
GL.DeleteFramebuffer(_copyFramebufferHandle);
_copyFramebufferHandle = 0;
}
}
}
}

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@ -134,6 +134,11 @@ namespace Ryujinx.HLE
Memory.Dispose();
}
public void DisposeGpu()
{
Gpu.Dispose();
}
public void Dispose()
{
Dispose(true);

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@ -106,6 +106,9 @@ namespace Ryujinx.Ui
ticks = Math.Min(ticks - ticksPerFrame, ticksPerFrame);
}
}
_device.DisposeGpu();
_renderer.Dispose();
}
public void MainLoop()